#version 300 es
uniform mat4 uMVPMatrix;
in vec3 aPosition;
in vec3 bPosition;
in vec3 cPosition;
in vec2 aTexCoors;
uniform float uBfb;
out vec2 vTextureCoord;

void main()
{
	vec3 tv;
   	if(uBfb<=1.0)
   	{
   		tv=mix(aPosition,bPosition,uBfb);
   	}
   	else
   	{
   		tv=mix(bPosition,cPosition,uBfb-1.0);
   	}
   	gl_Position = uMVPMatrix * vec4(tv,1);
   	vTextureCoord = aTexCoors;
}
